Command and Conquer 3: The Forgotten aims to bring back and tell the story of a fascinating faction. The Forgotten, featured in Tiberian Sun and Firestorm, are an ever-growing group of individuals afflicted with Tiberium-based illnesses. Detested, marginalized, and oppressed by the three superpowers, The Forgotten have begun to rally against GDI, Nod, and the Scrin. Since their story is not featured in C&C 3, the mod aims to tell it in a compelling fashion, through a deep singleplayer campaign, unique faction composition, and engaging gameplay. The Forgotten is also the only mod to feature high-definition Full Motion Videos, just like real C&C games, that advance the story.

The mod adds the Forgotten as a new faction and shows their storyline in the Third Tiberium War. The mod adds great stuff for the Forgotten in a pretty balanced way. I suggest you try the Sidewinders and Bulldozers, they own.

The Forgotten brings an totally new side into the game: The Mutants.
Mutants have their own unique arsenal that consists from units like Tiberian Fiend herders and Jeeps,Tick Tanks,Suicide Drones,an VTOL with gas duster and so on. This arsenal is supported by an entire selection of support powers and upgrades. Their Superweapon is the Veinhole Monster. New music and sound is also added.
Besides that giant addition to multiplayer this mod also comes with an new campaign thats storyline is evolving around the mutant faction which includes amazing missions that have even cutscenes. Some new multi maps are also included in the mod.

While The Forgotten is a wonderful mod, the Forgotten faction themselves seems to have a lot of extra units. For example, the Fissure Tank. It has no usage beyond killing Infantry that the Slicer and Mortar Teams cannot fill more successfully. Though, the person who voiced it is wonderful, and is in fact the reason I build them.

When it comes to infantry, the Forgotten have amazing infantry that are powerful but not overpowering. Their vehicles meanwhile are weaker than the opposing versions, but not to the point of being useless. Their air power seems roughly on par with GDI's, with a bit more versatility. Their support powers are very odd, and some could be seen as very niche powers. This is both a blessing and a curse, as the powers are not as useful all around as the other factions but can be a life saver in some situations, like evacuating a captured enemy MCV by using the Arteries of Assault power.

Overall, the mod is a wonderful experience that has just a few things that cause confusion.

The forgotten may be an interesting addition, but they are ridiculously unbalanced, in this case, ridiculously weak.

I know the main concept was to show that they were scavengers, unable to go up against GDI or even Nod in a head on confrontation, but when your units are only slightly cheaper but require 10-1 odds to win, with casualties even...

2 Buildings fully garrisoned entirely with anti-tank infantry(disc throwers) have a hard time taking on a couple of scorpion tanks. This is ridiculous.

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